02 / Modes

Capture the Flag: Points, Flags and Reinforcements

The objective mode that arrived with the EasternBattle update. What the goal really is, where the capture points sit, and why holding a point is harder than taking it.

DummyWar quad bike crossing the Dead Ground village
Modes guide for DummyWar 0.0.4

Capture the Flag was added in the same update that brought the EasternBattle map, and it is the first mode in DummyWar with a defined objective. In the sandbox mode you can still run two teams at each other for as long as you like, but in Capture the Flag the map finally has a direction.

The objective in one line

Capture every position on the map and raise your team's flag over it. The enemy side does exactly the same thing. That second clause is what makes the mode work: a point you have taken is not a point you have won, it is a point you now have to defend.

You can play as different characters on different teams, so the mode is not restricted to infantry. A squad that can hold an objective with a machine gun is holding it very differently from a squad that can hold it with an RPG and a drone.

Where the capture points are

On the Dead Ground map the mode runs over four positions, and each one is a different kind of fight:

  • The village street — the open approach through the destroyed village. Cover is broken and partial, so whoever owns the street owns the approach.
  • The forward trench — one of the two trench lines that face each other across the map, with firing positions, dugouts and sandbag emplacements.
  • The old trenches — the older line, deeper into the map and further from the base.
  • The burned-out convoy — a wreck on the road with knocked-out armoured vehicles in the fields around it.

None of these are single buildings. Every one of them is an area you have to hold, which is why the mode suits the map rather than fighting it.

Taking a point is the easy half

Capturing a position is a short, loud sequence: you push it, you plant the flag, and you take casualties doing it. Holding it is the long part. The enemy knows exactly where your flag is, and they get to choose when to come for it — usually with the numbers on their side and you split across two objectives.

The interesting decisions in the mode are all about time. Do you pull back to a stronger position and let the other point go dark, or do you send one squad to hold while the rest keeps pushing? Do you reinforce the point the enemy is already walking into, or the one they are walking toward?

Reinforcement credits

Capture mode runs on reinforcement credits rather than on kills alone. What you hold feeds how many soldiers you can put back into the fight, so a mode that looks like a point-capture race is really a race between two supply economies. The credit costs and the current balance are shown in the in-game HUD, so treat the numbers on screen as the authoritative version — they can change between updates.

This is the reason a squad that gives ground slowly can beat a squad that wins every individual exchange. Credits are a resource, and resources decide the mode.

Why the mode plays differently on each map

EasternBattle was designed around this mode. The courtyards between the apartment blocks turn every point into a short, vicious series of corners, and the flanking routes mean a squad can appear behind a position that looks safely held. On Dead Ground the same mode becomes a problem of distance: the open steppe between the points is exposed, and a capture run across it will be seen from a very long way off.

The practical difference is that EasternBattle rewards fast, local play and Dead Ground rewards vehicles, drones and timing. If you do not know which one you prefer yet, start on the urban map.

Pair it with the order wheel

Capturing points without coordination is the hardest way to play the mode. Press Q to open the order wheel and you can order the AI to attack a point, defend it, follow you, hold position or resupply — the current order stays on screen and its target is marked in the world. That is the difference between a squad that chases flags and a squad that plans them.

The next guide covers that system in full: Commander Orders and Supply Crates.